R.E.P.O. is an online co-op horror game for up to six players. Your team explores creepy locations, picks up valuables with a beam-style tool and hauls them to the extraction point. Monsters roam those same places, and each one notices players in its own way, whether through sight, sound or how it's treated. Learning how each kind behaves is the key to surviving a run.
Encounter Tier
1 star
Apex Predator
A toy duck follows the semibot’s camera and stays harmless until someone grabs or attacks it.
- Encounter Tier
- 1 star
- Health
- 150
- Weight
- 0 (unliftable)
- Orb Payout
- $2,000–$3,000
- Warning Signs
- Duck-like calls; a toy duck follows the camera.
- Attacks
- Bites nearby players for 10 damage after it is grabbed or hit.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Leave it alone while it only follows you. If you choose to kill it, stun it first or lure it onto an extraction point so the platform crushes it.
Bella
Bella rides an invisible tricycle and charges only when someone blocks her path or provokes her.
- Encounter Tier
- 1 star
- Health
- 200
- Weight
- 9
- Orb Payout
- $2,200–$3,000
- Warning Signs
- A bell rings when you block her route.
- Attacks
- A ghost materializes and rams a player for 5 damage.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Move out of her route and keep the cart and valuables out of the way. If she materializes, hide behind a wall or leave the room.
Elsa
Pet Elsa until she leaves; hurting her or ignoring her for about 15 seconds makes her transform and attack.
- Encounter Tier
- 1 star
- Health
- 600
- Weight
- Unliftable
- Orb Payout
- $2,300–$3,000
- Warning Signs
- Footsteps; a PET THE DOG! prompt appears the first time she spots you.
- Attacks
- Charges for 5–25 damage and swings for 5–30 while crouched. She turns aggressive if harmed or left unpetted for about 15 seconds.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Keep petting her and do not hit her; she leaves when satisfied.
Gnome
Small pickaxe carriers attack valuables first, but a player can grab and throw them.
- Encounter Tier
- 1 star
- Health
- 20
- Weight
- 0
- Orb Payout
- -
- Warning Signs
- Small footsteps; they often travel in groups of three or more.
- Attacks
- Swings a pickaxe at very close range in front of it for 10 damage.
- Can Be Stunned
- Cannot be Stunned
- Safest Response
- Grab one and throw it into the others. After the quota is met, keep walking back to the truck instead of stopping to fight respawns.
Peeper
A ceiling eye locks your camera and drains health until you break its line of sight or a teammate moves you.
- Encounter Tier
- 1 star
- Health
- 30
- Weight
- Unliftable
- Orb Payout
- $2,000–$4,000
- Warning Signs
- No footsteps; look for the eye attached to the ceiling.
- Attacks
- Locks one player in place; after 3 seconds it deals 2 damage per second.
- Can Be Stunned
- Cannot be Stunned
- Safest Response
- Break line of sight using the room layout. Ask a teammate to guide you or carry you while tumbled; do not try to hit it.
Shadow Child
Looking at Shadow Child starts a delayed attack; it teleports around the room and does not retaliate when struck.
- Encounter Tier
- 1 star
- Health
- 150
- Weight
- 9
- Orb Payout
- $2,000–$5,000
- Warning Signs
- No footsteps; it laughs when it teleports.
- Attacks
- A gaze attack deals 50 damage and pulls the player toward it after a brief delay.
- Can Be Stunned
- Can be Stunned (a stun deals only 10 damage)
- Safest Response
- Look away and let it teleport. If you want to attack it, approach while facing away and turn only when close.
Spewer
Spewer spits bile and can cling to a player, who then vomits during the run.
- Encounter Tier
- 1 star
- Health
- 65
- Weight
- 4
- Orb Payout
- $1,000–$4,000
- Warning Signs
- No footsteps, but it makes a constant gurgling noise.
- Attacks
- Bile hits deal 10 damage. Its cling attack does no immediate damage but attaches for just under a minute.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Step back to avoid bile and use cover. If it clings to a teammate, keep that player away from valuables and the rest of the group until it detaches.
Tick
Each energy drain adds 10 health to Tick; killing it afterward creates a zone that heals nearby players.
- Encounter Tier
- 1 star
- Health
- 10 + 10 per energy drain
- Weight
- 0
- Orb Payout
- -
- Warning Signs
- Footsteps; it grows larger each time it drains energy.
- Attacks
- Drains 10 health and gains 10 health for each energy drain.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Do not pick it up casually. If it attaches, smash it into a wall or floor quickly; after it has drained energy, kill it to create a shared healing area.
Encounter Tier
2 stars
Animal
An unpredictable six-legged creature that damages anything in its spinning path, including valuables.
- Encounter Tier
- 2 stars
- Health
- 150
- Weight
- 4
- Orb Payout
- $2,000–$4,300
- Warning Signs
- Footsteps; it begins thrashing and moving erratically when provoked.
- Attacks
- During its rampage, contact with it deals 2 damage.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Move valuables and the cart away from its path. Hide on high furniture or let it run itself out; two players can lift it if needed.
Banger
Bangers usually hunt in trios and explode ten seconds after their fuses ignite.
- Encounter Tier
- 2 stars
- Health
- 50
- Weight
- 0
- Orb Payout
- -
- Warning Signs
- Bone rattling and a lit fuse; Bangers usually move in groups of three.
- Attacks
- Explodes 10 seconds after its fuse lights for 30 damage.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Back away once the fuse lights. If you want to use it against another monster, grab and throw it before it escapes your hold.
Birthday Boy
Popping one of Birthday Boy’s balloons draws him to that spot, and he can crawl under cover.
- Encounter Tier
- 2 stars
- Health
- 150
- Weight
- 4
- Orb Payout
- $2,200–$2,900
- Warning Signs
- Footsteps and red balloons placed around the level; any collision can pop a balloon.
- Attacks
- Charges and swings for 10 damage; while crouched, it crawls and hits for 10.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Do not pop the balloons. If one breaks, run in zigzags around corners until it loses interest.
Bowtie
Its gust pushes players and valuables away, while its slow charge can still knock you into hazards.
- Encounter Tier
- 2 stars
- Health
- 200
- Weight
- 7
- Orb Payout
- $3,000–$7,000
- Warning Signs
- Loud footsteps; it faces you before blowing a gust.
- Attacks
- A forward gust pushes players and valuables; collisions deal 5 damage. Its charge deals 5 damage.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Hide behind solid cover and keep valuables outside the gust path. With a weapon or at least 7 Strength, attack from behind.
Chef
Chef telegraphs a knife charge, then pauses after it misses, giving you time to dodge or strike.
- Encounter Tier
- 2 stars
- Health
- 150
- Weight
- 9
- Orb Payout
- $2,000–$5,000
- Warning Signs
- A croak and raised knives signal its charge.
- Attacks
- Spins knives for 10 damage per hit and charges in a straight line for 10 per hit.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Sidestep as soon as it raises its knives, then attack during the roughly 3-second recovery after it misses.
Gambit
Gambit captures a player for a roulette result that can heal, deal damage, or leave them near death.
- Encounter Tier
- 2 stars
- Health
- 150
- Weight
- 9
- Orb Payout
- $3,500–$4,400
- Warning Signs
- Footsteps; it walks toward you before forcing a roulette spin.
- Attacks
- Captures a player and forces roulette: yellow gives a $5,000 bag, red deals 50 damage, green heals 25, white fully heals, and black leaves 1 health.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Run or hide before it reaches you. If captured, the roulette result is forced, so avoid entering the encounter at low health.
Head Grab
It can wear a dead teammate’s head, then attack the player whose death camera it can see.
- Encounter Tier
- 2 stars
- Health
- 150
- Weight
- 4
- Orb Payout
- $3,500–$4,400
- Warning Signs
- Footsteps; after a teammate dies, watch for it wearing their head.
- Attacks
- Punches for 5–10 damage. When it carries a dead player’s head, it targets the player watching that death camera.
- Can Be Stunned
- Can be Stunned
- Safest Response
- The player in the death camera should switch targets to split its attention. If you need to stop it, use two players to lift it or extend your grab range.
Heart Hugger
This stationary plant draws players in and crushes them, so leave its reach and rescue teammates.
- Encounter Tier
- 2 stars
- Health
- 300
- Weight
- 9
- Orb Payout
- $3,500–$4,500
- Warning Signs
- No footsteps; it stays rooted in place and pulls nearby players toward it.
- Attacks
- Charms a nearby player inward, then crushes them for 30 damage.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Stay outside its pull radius. If it catches a teammate, grab them and pull them free.
Mentalist
Its aura lifts players and valuables before slamming them down; teammates can pull a floating player free.
- Encounter Tier
- 2 stars
- Health
- 150
- Weight
- 4
- Orb Payout
- $3,000–$6,000
- Warning Signs
- No footsteps; listen for its floating sound.
- Attacks
- Lifts nearby players and valuables without damage, then slams them for 50 damage.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Stay outside its aura and pull a lifted teammate free with your grab. If you attack, approach from behind.
Oogly
Bright light and plasma lines mark Oogly’s sight area, and entering it can trigger a damaging grab.
- Encounter Tier
- 2 stars
- Health
- 200
- Weight
- 9
- Orb Payout
- $3,500–$4,500
- Warning Signs
- Brightly lit rooms and visible plasma lines show where it can see.
- Attacks
- Grabs a player for about 5 seconds and deals 4 damage per second.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Avoid the illuminated area and leave the room when possible; it may be out of reach on the ceiling.
Rugrat
Rugrat targets players carrying valuables and throws those objects, so set them down when it appears.
- Encounter Tier
- 2 stars
- Health
- 150
- Weight
- 4
- Orb Payout
- $2,000–$4,000
- Warning Signs
- Footsteps; it moves toward players carrying valuables.
- Attacks
- Throws valuables at players; damage depends on the weight of the thrown item.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Set valuables down and stay with an empty-handed teammate. Two players can lift it, and grabbing a thrown valuable can block its attack.
Upscream
It quickly grabs and throws players; longer reach or open ground away from pits helps keep you safe.
- Encounter Tier
- 2 stars
- Health
- 50
- Weight
- 4
- Orb Payout
- $2,000–$4,000
- Warning Signs
- Footsteps; it patrols quickly and shouts before throwing a player.
- Attacks
- Throws nearby players for 10 damage.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Keep away from pits and extend your grab range before fighting it. If you cannot kill it, stay with a group.
Encounter Tier
3 stars
Cleanup Crew
Its thrown explosive head can leave toxic gas, and a dead attached head may still explode.
- Encounter Tier
- 3 stars
- Health
- 350
- Weight
- 13
- Orb Payout
- $5,700–$7,400
- Warning Signs
- Footsteps; watch for its detached explosive head.
- Attacks
- Throws an explosive head with distance-based blast damage, impact damage, and toxic gas (15 damage per second). Its body can burst at close range for 20 damage.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Move away from the head and keep valuables and orbs clear of its blast. If fighting it, grab a leg to topple it; retreat from the head after it dies.
Clown
Its broad laser sweep is telegraphed by a laugh; a kick follows when the beam is on cooldown.
- Encounter Tier
- 3 stars
- Health
- 250
- Weight
- 13
- Orb Payout
- $5,000–$8,000
- Warning Signs
- Very loud footsteps and a laugh before the beam sweep.
- Attacks
- Sweeps a beam across the front for 100 damage; kicks at close range for 60.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Use solid cover. If the beam is about to fire, crouch when standing or jump if already crouched; move the cart out of its path.
Headman
A floating face attacks when it sees you, and its quiet movement makes the occasional teeth click important.
- Encounter Tier
- 3 stars
- Health
- 250
- Weight
- 13
- Orb Payout
- $4,000–$8,000
- Warning Signs
- No footsteps; listen for occasional teeth clicking.
- Attacks
- Bites players in front for 50 damage.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Run through a doorway into a different room and break line of sight. Crouch and check before entering its view.
Huntsman
The blind gunman tracks sound, including footsteps, voice chat, and text chat, so stay quiet near him.
- Encounter Tier
- 3 stars
- Health
- 250
- Weight
- 9
- Orb Payout
- $3,000–$7,000
- Warning Signs
- Footsteps; the blind gunman reacts to movement, voice chat, and text chat.
- Attacks
- Fires a long-range gun for 100 damage.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Stop moving and stay silent when it is near. Crouch-walk if you must move, then attack from cover while it reloads.
Loom
Hands at the screen edges warn that Loom has locked on; keep moving and dodge its reaching grab.
- Encounter Tier
- 3 stars
- Health
- 500
- Weight
- 13
- Orb Payout
- $5,500–$7,500
- Warning Signs
- No footsteps; targeted players see hands at both screen edges.
- Attacks
- Reaches out and pinches for 100 damage, including when the player is crouched.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Keep moving and use a crouch-run to dodge its short reach. Sprint away after it misses.
Reaper
Its rotating arms block close attacks, so flank it when idle or break line of sight through a door.
- Encounter Tier
- 3 stars
- Health
- 250
- Weight
- 9
- Orb Payout
- $6,000–$8,000
- Warning Signs
- Footsteps are very quiet, so it can appear suddenly from behind a barrier.
- Attacks
- Charges while spinning its arms; each hit deals 10 damage.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Approach from behind while it is idle. Do not attack the spinning arms; use a doorway to break pursuit if the approach fails.
Robe
Robe tracks sound and can speed up if you look at it; keep your gaze away and avoid noisy movement.
- Encounter Tier
- 3 stars
- Health
- 250
- Weight
- 13
- Orb Payout
- $5,000–$8,000
- Warning Signs
- Almost no footsteps; it hears noise and gets faster when you meet its gaze.
- Attacks
- Shouts and charges for 100 damage; it can crouch under cover and hit for 50.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Do not look at it or make noise. Use deep cover to avoid its crouching reach; flee if you lack a stun tool and heavy weapon.
Trudge
The heavy giant slams and pulls nearby players and valuables inward, so give it space and avoid low hiding spots.
- Encounter Tier
- 3 stars
- Health
- 500
- Weight
- 13
- Orb Payout
- $5,000–$8,000
- Warning Signs
- Loud footsteps and a dragging weapon.
- Attacks
- Slams for 100 damage, then pulls in nearby players and valuables before an explosion and collision for 100 damage. Bites hidden players for 50 damage.
- Can Be Stunned
- Can be Stunned
- Safest Response
- Leave the room instead of hiding nearby. If you must pass, refill stamina and sprint across its pull rather than toward it; only attack when prepared.
What the R.E.P.O. Monster Danger Levels Mean
Every monster has a danger level from one star to three stars. The rating is a rough guide to how risky a monster is to run into. Lower-level monsters are mostly a nuisance you can dodge or ignore once you know their habits, while higher-level ones can seriously hurt or trap a player.
The stars don't tell the whole story, though. A low-rated monster can be harmless until you bother it, so how each one behaves matters just as much as its rating.
How R.E.P.O. Monsters Notice Players
Most monsters rely on one main sense to find you, which is why the same trick doesn't work on every one. The Robe reacts to noise, and meeting its gaze makes it speed up before it shouts and charges. The Shadow Child works differently, since looking at it starts a delayed attack that pulls you toward it for heavy damage. It also teleports around the room, so you can't count on it staying put.
Sound matters most to the Huntsman. It is blind but has excellent hearing, so jumping, talking, running or dropping items can give you away.
The Headman floats without a sound, but listen for the clicking of its teeth, since that's what gives it away. It bites as soon as it sees you.
Which R.E.P.O. Monsters Are Safe to Ignore
Some monsters only turn dangerous when you bother them, which makes them easy to leave alone once you know the rules. The Apex Predator looks like a toy duck and follows you around, wanting to be picked up. It bites when it's grabbed or hit, so if you ignore it, it stays harmless.
Birthday Boy is harmless unless you pop its balloons. Then it enters a close-range frenzy and can crawl under cover to reach you, so leave the balloons alone. Elsa, the dog, starts out friendly, but if she's neglected long enough, she turns into an aggressive beast, so keep petting her.
The Tick is harmless until you pick it up. Then it latches on and drains your health, so smash it into a wall or the floor quickly.
Bella is the one to watch. She stays hidden until someone blocks her path or provokes her, and her bell rings when you block her route. Stay out of her way and she stays hidden.
How to Deal With R.E.P.O. Monsters
Getting out of view is the simplest tool, since many monsters can only act when they can see you. A corner or a big object between you and the monster can keep you hidden. Keeping your eyes off the Robe keeps it from speeding up and coming after you, and even a door can throw off the Reaper, which charges and slashes once it spots you but loses track of you quickly.
Sound needs an answer of its own, so stay quiet around the Huntsman and the Robe. When the Headman is close, slip through a doorway to break its line of sight.
Many monsters can be avoided once you learn their pattern. The Trudge moves slowly, so getting out of its way is usually better than trading hits. The Chef raises its knives before charging in a straight line, and if it misses, it pauses, which gives you a chance to get clear.
Bowtie's gust can shove players and valuables back, even off ledges, so keep clear of edges when one is near. The level can do some of the work for you too. Pits can take care of some monsters, and the Apex Predator can be lured onto an extraction point, where the platform crushes it.
The Banger deserves its own note. It roams in groups and explodes a few seconds after its fuse lights, so back away once you see the spark. If you grab one, you have only a moment to throw it.
Which R.E.P.O. Monsters Are the Most Dangerous
The Clown, Headman, Loom, Robe and Trudge are the ones that most need your attention, and each one is dangerous for its own reason. The Clown laughs, then sweeps a horizontal laser across the room. The Trudge slams its mace to pull you in, then sets off an explosive shock.
The Loom locks onto a single player, and hands at the edges of your screen show it has found you. Keep moving to dodge its reach. The Headman and the Robe are the two most likely to catch you off guard, since both can close in before you notice.
What Happens When a Monster Catches You
Some monsters are more about where you end up than how much damage they do. The Hidden is nearly invisible, and once it grabs you, it drags you across the map. The Upscream moves fast and screams at players. Once it spots you, it shouts, grabs you and throws you, which is dangerous near a pit.
The Oogly uses bright light and plasma lines to mark where it can see. A player who walks into them gets grabbed and tossed around. The Mentalist drifts slowly and lifts players inside an anti-gravity dome before slamming them down, and nearby loot can get pulled up too.
The Heart Hugger is a plant that stays rooted in one spot. It pulls nearby players in and crushes them, so keep your distance. If you do get caught, a teammate can pull you away.
The Peeper locks you in place once its eye sees you and forces you to look at it. Getting out of its line of sight shakes it off.
FAQ
How can you tell a monster is close?
Most monsters give you a warning if you know what to listen and look for. The Clown's heavy footsteps warn you it's near, and the Shadow Child's laughter signals that it's nearby. The Hidden gives itself away with dark fog when it exhales and with its footprints.
What happens if a Gambit grabs you?
When the Gambit grabs you, it forces a wheel spin. Depending on where it lands, the wheel can restore your health, pay out money or take health away, and the worst results can leave you with almost none. The result is forced once it's holding you, so keep your distance, especially when your health is low.
Can you kill the Shadow Child?
Yes, but not with one quick hit, and a stun does far less to it than to other monsters. The safer approach is to walk up while facing away and turn only when you're close, so its gaze attack doesn't have time to start.

